Hi we are looking for freelancers who canhelp in developing our 3d animation video for commercial purpose.This will be a great project.The projects name is Super Force.here are a list of details which the freelancers must do if they take this project affordable within budget:- 1.modeling 2.rigging 3.animation 4.Vfx…
Hello Everyone, We are seeking the following talents for our upcoming Unity Game Project. We have couple of more positions available as well. Pleas check the original thread in the Unity Forums. Click Here. Level Designer/Environment Artist * Should be highly comfortable with the Unity Editor. * Previous work references…
Hello and happy holidays to all readers. Introduction This is a project being done by multiple modders from the Fallout and Skyrim modding communities who have become disenfranchised by Bethesda's shenanigans and have decided to make a framework for UE4 as well as a game that demonstrates this platform's capabilities. The…
So I'm using Maya to bake out normal maps and of course I'm having trouble. For my project, I'm making a robot character. When I bake the high poly model to the low poly model, I get some ugly results. The biggest problem I'm running across are weird projection issues. For reasons I don't understand, I'm seeing details…
Ok so I'm working on a project were a building is being destroyed. This is done with houdini dynamics. Now because the building will collapse it's already broken up into parts in houdini and then imported again in maya with alembic. I want to project a matte painting on this and bake it into the UV's. The projection looks…
Basically I am trying to project a texture onto a mesh based on world space.. which works fine. I'm able to add by a negative constant to control how much of the texture is projected onto the up-facing geometry normals, and multiplying by a constant controls how intense the effect is. The problem I'm trying to solve is how…
Personally I keep a projects directory with a folder for each asset, structured like: project// --- backup - autobacks --- bakes - baked maps, and meshes to rebake from --- export - the outputs of the project if any --- img - refs --- import - the inputs of the project if any --- out - screenshots / video to send to client…
Mods can be a good idea even if nobody ever hears about the project. Again its good experience if you've never worked in a development environment and the structure could be helpful if you're bad at managing your time or staying committed to your personal work. Having other people to collaborate with and who count on you…
So by checking use cage in xNormal, it does an averaged projection. If a cage file is not present xnormal projects from an infinite distance thereby projecting distant pieces of the mesh on the wrong spots. Even if you have a cage assigned and don't check use cage, it ignores the cage and projects along the vertex normals,…
just curious how larger studios organize and work on their bigger games? Let’s say a game has a lot of different levels etc., - are there Maya project files just for assets pertaining to that level? Ive seen some people/studios do it where there’s a Maya project file for every single asset made. Wouldn’t it be easier to…